The difference between people who like GalCiv2 after patches and expansions and those that don’t is that the people who like it think the tech tree was a big problem. Those that don’t like it are more likely to think the economy or other failures of design were the big problem, and the boring tech tree was minor in comparison. The tech tree was fixed, but the economy never was.
I’m one of the people who don’t like GalCiv2, and we’re in the minority. GalCiv2’s relative popularity is another sign of how much personality counts: if you can patch in some personality, the number of people who now enjoy your game is way higher than the number of people who still think it’s too broken to be fun.
I think the big problems Stardock will have to overcome with Elemental all revolve around the 3D engine. First, they need to solve the technical issues. Second, they need to get more personality across with diversity in models, animations, visual effects, and so forth. After that it’s just a matter of doing what they did with GalCiv2: adding more diversity in the spells and units and so forth, whether that’s done through different tech trees for different factions, or whatever. This is relatively easy to do, as Brad loves to point out, especially if you don’t worry too much about things like balance and a comprehensive game design. And really, you don’t have to worry too much about those things.
There are a few people out there who really care about the details of mechanics and design and so forth, and more who can appreciate it, but everyone cares about personality. From a business perspective, focusing on game design first is a losing proposition. My guess is that over the next few years Elemental will greatly improve for a lot of people, but probably not much for those who didn’t like GalCiv2. Forget about Brad not being a great game designer: he doesn’t actually have an incentive to care about it very much. Game design is gravy, and he’s in the potato business.
As for Dominions, well, there’s your reason why Stardock went 3D, despite all the problems it caused them. Dominions has great gameplay mechanics and even more personality, but funky looking sprites and a clunky looking interface mean the vast majority of gamers will never look at it long enough to appreciate how good it is. (Never mind the fact that the interface is actually clunky, the learning curve is nearly vertical, and it has plenty of its own bugs and badly explained mechanics; those things are minor by comparison.) Master of Orion 2 has way more personality than GalCiv2 ever did, but it doesn’t matter because it’s an old game with old graphics. The same is true of Master of Magic as compared with Elemental, and I suspect that it will remain true even as Elemental improves.
There are a few gamers who will put up with a lot of pain (usually in the graphics and interface department, not coincidentally) to get good game design, but the key word there for any business is “few.”